mirror of
https://github.com/HarbourMasters/SpaghettiKart
synced 2026-06-05 03:08:53 -04:00
Game.cpp and World.cpp Cleanup (#159)
* Remove CProperties and delete dup Properties from World.h * Improvement * Fix compile * Cleanup * Document gRaceState * wip cleanup * compile * Impl PlayerBombKart * Rename CourseManager_ to CM_ * Finish renames m_ to CM_ * cleanup * Remove extra printf --------- Co-authored-by: MegaMech <7255464+MegaMech@users.noreply.github.com>
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+1
-23
@@ -2,7 +2,6 @@
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#include "World.h"
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#include "Cup.h"
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#include "courses/Course.h"
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#include "vehicles/Vehicle.h"
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#include "objects/BombKart.h"
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#include "TrainCrossing.h"
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#include <memory>
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@@ -12,7 +11,6 @@ extern "C" {
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#include "camera.h"
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#include "objects.h"
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#include "main.h"
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#include "engine/Engine.h"
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#include "defines.h"
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#include "audio/external.h"
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#include "menus.h"
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@@ -35,26 +33,12 @@ void World::SetCourseFromCup() {
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CurrentCourse = CurrentCup->GetCourse();
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}
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AVehicle* World::AddVehicle(AVehicle* vehicle) {
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Vehicles.push_back(vehicle);
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return Vehicles.back();
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}
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void World::ClearVehicles(void) {
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Vehicles.clear();
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}
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TrainCrossing* World::AddCrossing(Vec3f position, u32 waypointMin, u32 waypointMax, f32 approachRadius, f32 exitRadius) {
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auto crossing = std::make_shared<TrainCrossing>(position, waypointMin, waypointMax, approachRadius, exitRadius);
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Crossings.push_back(crossing);
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return crossing.get();
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}
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void World::AddBombKart(Vec3f pos, TrackWaypoint* waypoint, uint16_t waypointIndex, uint16_t state, f32 unk_3C) {
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BombKarts.push_back(new OBombKart(pos, waypoint, waypointIndex, state, unk_3C));
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}
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u32 World::GetCupIndex() {
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return this->CupIndex;
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}
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@@ -97,13 +81,6 @@ void World::SetCup(Cup* cup) {
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}
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}
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CProperties* World::GetCourseProps() {
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if (Courses[CourseIndex]) {
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return (CProperties*) &Courses[CourseIndex]->Props;
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}
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return nullptr;
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}
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void World::SetCourse(const char* name) {
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//! @todo Use content dictionary instead
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for (size_t i = 0; i < Courses.size(); i++) {
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@@ -168,6 +145,7 @@ AActor* World::GetActor(size_t index) {
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}
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void World::TickActors() {
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// This only ticks modded actors
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for (AActor* actor : Actors) {
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if (actor->IsMod()) {
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actor->Tick();
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